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Deftware Industries

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A member registered May 30, 2015 · View creator page →

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(Edited 1 time)

Hi, apologies for the delay in reply. I'm not currently offering Holocraft for sale to the public yet as it is destined to become a facet of a final CAD/CAM package for DIY hobby CNCer's. If someone only wants Holocraft then that's the only 'option' they are charged for (along with the base CAD/CAM program fee). There will be a variety of optional features users can pay for, so they're not forced to shell out a few hundred bucks just for 1 or 2 features that they might use in existing programs.

Created a new topic Downgraded v1.0 beta to alpha

In my naivete I improperly dubbed v1.0 a beta version, when there were still many features waiting to be added. The next version that will be released will probably be v2.0a as many new features have already been added since the 2016 release.

Created a new topic Bitphoria v1.00 Beta Released!

It's out, the master server is running waiting for players to start games. Don't forget to forward your ports to whatever 'sv_port' you have set when you start your game. The default server port is 13371, so use a tool like 'UPnP Wizard' to forward that port to your machine you are running a server on (both internal/external port on the forwarding should be the same). In the future I will have to include a UPnP library of some kind to automate this.

Players shouldn't have to worry about setting up any port-forwarding.

The engine is a beta, and the whole point of the release is to help accelerate getting it out of beta by recruiting the public to find bugs and exploits and whatever else that needs work. I've been working on Bitphoria for two years solid, and doing everything by myself doesn't leave much time for bug-testing.

Play around, take screenshots, YouTube it, share it with your friends. Most importantly, take a peek at the script files for the games in the 'games' folder, and see if you can't come up with your own modifications or entire new games. The Scripting Manual included should be a great help to anyone who wants to see what Bitphoria's engine is capable of.

Have fun! Tell your friends!

Hi all, I've been working diligently the past few weeks now getting Bitphoria reading for its first public beta release. The goal of this release is to firstly expose the world to Bitphoria (and get it some exposure) whilst enabling people to begin familiarizing themselves with the scripting system. I'm curious to see what people come up with once they get the hang out it. It's simpler than almost all programming languages and makes it a very straightforward process for creating custom games that run in Bitphoria's engine.

I've just spent the past week fine-tuning the networking code itself to a point that I feel is acceptable for a public release. It can handle pings of a few hundred milliseconds pretty smoothly, and feels pretty responsive compared to most games running with that kind of latency. We'll see what kind of responses I get about it after the release, at which point I'll have a better idea as to what I should do to make it better.

I am currently focusing on getting a master server setup going so that players can easily start and join each others' games. This requires some work with the UI system that is responsible for presenting a server browser to players, which downloads the list of active server addresses from the master server itself and then goes ahead and performs individual 'getinfo' requests on each of them, and listing their info in Bitphoria's UI for players to click on for a preview of the world that is generated and a list of the players and their scores that are currently in the game, along with displaying the game server's ping and name, the name of the current game/mod it is running, etc...

Thus far I see no reason not to run the master server from my house, for the time being, and if/when too many players come into being I will then move the master server to a dedicated hosting solution.

My goal with this first release is to have the public's help finding bugs and providing me with feedback to help me direct Bitphoria's development. It's about 90% finished, as a game, and feedback is what it's going to take to get it to full 100% completion, at which point I will then likely offer Bitphoria for sale with paid-accounts for players.